We use ethnographic, interview, and survey data to examine problematic play within the popular online game, World of Warcraft, or ‘WoW’ for short. Research shows that players drawn to the interpersonal dimensions of online ...

Videogame players commonly report reaching deeply ‘immersive’ states of consciousness, in some cases growing to feel like they actually are their characters and really in the game, with such fantastic characters and places ...

Combining perspectives from the new science of happiness with discussions regarding “problematic” and “addictive” play in multiplayer online games, we examine how player motivations pattern both positive and negative gaming ...